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5,962 Commits over 943 Days - 0.26cph!

10 Days Ago
Prevent older server snapshots from messing with existing client ones (needs more work tomorrow)
10 Days Ago
- Use eye override direction instead for cue ball shoot direction - Apply ball force as a local dir
10 Days Ago
Remove dodgy null check
10 Days Ago
- Fix z position being stomped (when loading table state) - Fix shooting not working - Fix only being able to mount the table once - Codegen
10 Days Ago
Pool Physics Engine: - Frame rate independent drag - Stopping distance to stop creeping when applying drag - Higher threshold to detect 'stopped' physics bodies
10 Days Ago
Fix list clear NRE
10 Days Ago
Stop groundwatch killing the table as well
10 Days Ago
- Locally shoot the pool shot as well (prediction and reconcilliation) - Parent mountables instead - Get Owner Table Via GetParentEntity() instead - Only allow joining the table when nothing is in motion
10 Days Ago
- Allow player to play against themselves - Temp patch for viewmodel issues
12 Days Ago
- New PoolCueViewModel setup - strip off rotational changes - Update viewmodel rotation based on mountable - New setup for the viewmodel
12 Days Ago
Ensure mountable is killed (again)
13 Days Ago
Codegen
13 Days Ago
- Swap vine swinging mount pose to standing - Fix offset y rotation - Increase drag to a more realistic level - Fix pooltable mountable not removing itself when dismounting
13 Days Ago
- Table can track multiple mountables - Can't mount if you're already mounted - Don't need to call kill - the table does it
13 Days Ago
- Setup v_spear anims/avatar - Fix inside terrain violation when jumpin on mountable - Viewmodel was set to wrong prefab - Viewmodel skeleton fix - Add viewmodel renderers to skinned mesh renderers
13 Days Ago
Fix pool cue viewmodel not spawning
13 Days Ago
- Manifest - Force mount the pool table mountable on use
13 Days Ago
Remove remaining game logic from pool table
13 Days Ago
- PoolGameController (all game logic: turns, win conditions etc) - Cleanup overal - Shooting logic (not connected yet) - Wire into PoolTable
13 Days Ago
Id and NRE fixes
13 Days Ago
- Spawn player mountable when interacting with the table - Spawn pool cue viewmodel - Setup basic game detection (cue ball, eight ball etc)
14 Days Ago
- Add a spline around the table - Interacting sends request to mount at closest part of the spline (to the player)
14 Days Ago
- Better world spline inspector - Methods to find closest point on a spline to a world position
14 Days Ago
Better bounds
14 Days Ago
Codegen
14 Days Ago
Dont network ball rotation - its just calculated on the client from velocity information
14 Days Ago
Added ball rolling
14 Days Ago
missed file
14 Days Ago
Add drag to the pool ball velocity
14 Days Ago
Only run physics updates if any of the balls have velocity
14 Days Ago
Hide ball when pocketed
15 Days Ago
- Add walls to the pool physics simulation
15 Days Ago
- Shared client+server physics tick rate (for now) - 15 ball triangle rack setup - Cue ball setup - Properly map ian physics engine -> world space
15 Days Ago
Fix busted deploy volume
15 Days Ago
- Setup pool table deploy prefab - Further tweaks/cleanup to .deployed
15 Days Ago
Pool table linking: - Client + server run physics - Server sends snapshots to the client (position, rotation, velocity) - Client updates running simulation to match the sent server update - Run it through save/load right now
15 Days Ago
train_cinematic_improvements -> main
15 Days Ago
Bunch of commands to control locomotives with console commands
15 Days Ago
Add train control to the timeline
15 Days Ago
main -> game_room_dlc
15 Days Ago
Pool table deployable
16 Days Ago
network_profiler_improvements_3 -> main
19 Days Ago
- Temp fix the electric furnace skin rendering in twitch drops - Get the workshop render to spill the beans when something doesn't work
19 Days Ago
Fix skinnable matching accidentally including null EntityPrefab matches (base barrel and base shelf)
19 Days Ago
Revert previous changes
19 Days Ago
main -> twitchdropsrenderer
19 Days Ago
Fix an NRE that occurs when because two skinnables were referencing the same entity prefab that had redirects to point at the same prefab
20 Days Ago
up and down fixes
20 Days Ago
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20 Days Ago
Add pocket support (which deletes the ball on contact)